A few people have talked about it; no idea if they finished as I have no interest in Star Wars in any form or shape, including hating the Droid phone._________________If it matters, leave a message at the beep.Serl's Corner

Thank you very much. I am jumping in full force, this might be a project I could get around to someday, but I have already a few things on my plate, and a few more if the reply from my e-mail comes back positive.

So if any of the people that have been working on it, feel free to post and let me know whats up.

Thu Jul 08, 2010 3:49 am

Lord Dynel

Maukling

Joined: Tue Jun 17, 2008 7:00 amPosts: 5842

Yes, welcome to the Crusade!

As far as Star Wars goes, I haven't even thought about it. I love SS, but this looks like a very daunting task. I'm not opposed to throwing in my two cents, if it'll help. My initial thought is that it should be possible._________________LD's C&C creations - the witch, a half-ogre, skill and 0-level rules

A Star Wars-esque setting for SSEH was one of the many projects I had envisioned working on in the future if there had been more of a following for the game.

The only problem I had was how much of a homage I wanted to make it or if I wanted to just do the "file serial numbers off" treatment. If I were to do it as a commercial project, it'd definitely need to be more "inspired by" but for a fan project, we could just go to town and directly convert... so it depends on what your end goal is, I'd guess._________________discreteinfinity.com -- my little corner of the internet.

Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!

I think that is one of the best thing about converting a system for Star Wars, the World(s), people, story, history, etc is already there.

You just need fluff and crunch and force and bounty hunters oh my.

Thu Jul 08, 2010 4:32 pm

Lord Dynel

Maukling

Joined: Tue Jun 17, 2008 7:00 amPosts: 5842

Quote:

Shenron wrote:I think that is one of the best thing about converting a system for Star Wars, the World(s), people, story, history, etc is already there.

You just need fluff and crunch and force and bounty hunters oh my.

I agree on that. I wouldn't even worry about statting too much out, other than some stock npcs (troopers, thugs, etc) the PCs (obviously) and that's about it. Might be better to start sometime away from the movies 9like in the Old Republic era) to keep things "open."_________________LD's C&C creations - the witch, a half-ogre, skill and 0-level rules

i agree. but with saga system and 3.5 system, force powers can be converted.

Mon Jul 12, 2010 5:39 pm

treant_on_fire

Red Cap

Joined: Fri Jan 28, 2011 10:44 amPosts: 286

Re:

cheeplives wrote:

A Star Wars-esque setting for SSEH was one of the many projects I had envisioned working on in the future if there had been more of a following for the game.

The only problem I had was how much of a homage I wanted to make it or if I wanted to just do the "file serial numbers off" treatment. If I were to do it as a commercial project, it'd definitely need to be more "inspired by" but for a fan project, we could just go to town and directly convert... so it depends on what your end goal is, I'd guess._________________discreteinfinity.com -- my little corner of the internet.

Author of StarSIEGE: Event Horizon -- Available now from Troll Lord Games!

I'm buying the game in the weeks to come. That said, if you were to do a fan project (direct conversion without pussy-footing) to use Star Siege for a Star Wars game... I would definitely buy the game a week or two sooner. :p

What's great is that one only needs to work on the crunch, because there's already TONS of fluff books out there about the setting itself, like those SW encyclopedias.

Some things I'd be interested in seeing crunched:

- Force Powers (d'uh, I know. Would the system's psionic rules cover those without need for conversion?)- Stats for important characters (Vader I'm looking at you! Cybernetics + psionics ftw!)- Stats for the Millenium Falcon (It would give me a good idea how ship concepts can be statted for when I get the game)- Lightsaber use (Lightsabers, when used by people in tune with the Force, not only parry blaster bolts but can also send them back to the attackers. A lot of conversions and fan systems out there forget that 'deflecting the blaster bolt back to the attacker' bit)- Yuuzhan Vong (This one is not a must, but would be fun. I don't have Star siege yet but I know there's mutation rules, maybe those would cover them? Also, the Vong have immunity to the Force/psionics)

If push comes to shove I'll do all that myself, but when the author of a game offers to do it for fricking free, I'm gonna say 'yes!' :p

And "Thank you." That too. <_<

Sun Jan 30, 2011 11:57 am

cheeplives

Red Cap

Joined: Tue May 02, 2006 7:00 amPosts: 373Location: Behind my eyes

Re: Star Wars (StarSiege) Edition

See, the biggest problem with doing anything "Star Wars" is that everyone has a different idea of what truly is "Star Wars". If I were to do anything, I'd base it mostly on the original trilogy while picking and choosing the few Expanded Universe stuff that didn't annoy me (which isn't much, pretty much Heir to the Empire on drove me nuts). So, I'd have psychic knights with stately lightsaber face-offs and minor psychic trickery. Other people want wuxia-styled psychic acrobat-samurai and force cancelling creatures... which is an entirely different taste of Star Wars.

To port Star Wars into StarSIEGE, it's more a matter of just modeling the stuff you want. For the most part, the book has everything in it. The Freighter Ship is your "stock light freighter"... the Nova Sword is your lightsaber template (it'd need a "Deflect" SFX and a "Specialist Weapon" Flaw to really model what people see lightsabers to be). Force powers could be lifted wholesale from Star Wars d6 or Star Wars d20/SAGA and modeled in the Fashioning System. Cyber is there too... most of the stuff we see in Star Wars is already built out. Plus, rules for robot characters in the basic package.. Star Wars is probably one of the easiest ones to run out of the box, if you ask me. Just build a few more Force Powers... and here, a Lightsaber:

New SFX: ACTIVE DEFLECT (9 or 18 BP): A trapping with Active Deflect allows the target of an attack to deflect the force of the attack and redirect it to another target. This target can be the original attacker or any other eligible target with SIEGE Engineer's approval. To make an Active Deflect, the Defender cannot perform any other action during the round. The Defender first must be attacked with an appropriate type of attack (which would be determined when the power is created). If the original attack is succssful, then the Defender can activate the Active Deflect power. They would then make an attack roll of their own but would use the Defense skill rather than any "weapon" skill versus the Defense rating of their selected target. If successful, the selected target is hit with the deflected assault. If the deflected attack is failed, then the original target suffers damage from the attack. This power costs 9-points if it only deflects a single type of attack (e.g. kinetic, psionic, energy, etc.) or 18-points if it deflects any type of attack.For example, say Nash is weilding a Psy-Glove that can Actively Deflect any psionic attacks sent his way. He is attacked with a pyrokinetic attack and wishes to deflected back at the PsyWarrior that is attacking him. Nash waits for the PsyWarrior to attack, and after the PsyWarrior successfully hits Nash, Nash can activate the Active Deflect power. Nash would make an attack roll using his Defense skill, rather than the Melee skill. Nash's Defense is a +3 and the Psy-Glove gives a +2 bonus, so he attacks with a +5 and has to beat the PsyWarrior's Defense score of 8. This makes his Challenge Base 20 (since he has Combat as a Prime) and he rolls a d20+6 (+5 from his skill and glove and +1 from his Reflexes stat). Nash's player rolls a 13, and just barely misses deflecting the attack. As such, he suffers the full damage from the attack as the Deflection failed.

New Flaw: SPECIALIST ITEM (-6 or -9 BP): Specialist items are confusing at best to the layperson and are oftentimes dangerous or even outright deadly in untrained hands. Specialist items require the character have a Specialty devoted to the item itself to make use of it. Anyone using the item without the Specialty is automatically assumed to be using a Non-Prime Skill Bundle (even if they would normally have the Skill Bundle as Prime). Furthermore, the Reliability of the item is increased by 8 (e.g. a Reliability 1 item is now a Reliability 9 item). If the Reliability is rolled, the item fails. A 9 Point version of this power means that if the Reliability is rolled, then the item immediately deals a Critical Wound Box (as appropriate) to the operator.

See, the biggest problem with doing anything "Star Wars" is that everyone has a different idea of what truly is "Star Wars". If I were to do anything, I'd base it mostly on the original trilogy while picking and choosing the few Expanded Universe stuff that didn't annoy me (which isn't much, pretty much Heir to the Empire on drove me nuts). So, I'd have psychic knights with stately lightsaber face-offs and minor psychic trickery. Other people want wuxia-styled psychic acrobat-samurai and force cancelling creatures... which is an entirely different taste of Star Wars.

To port Star Wars into StarSIEGE, it's more a matter of just modeling the stuff you want. For the most part, the book has everything in it. The Freighter Ship is your "stock light freighter"... the Nova Sword is your lightsaber template (it'd need a "Deflect" SFX and a "Specialist Weapon" Flaw to really model what people see lightsabers to be). Force powers could be lifted wholesale from Star Wars d6 or Star Wars d20/SAGA and modeled in the Fashioning System. Cyber is there too... most of the stuff we see in Star Wars is already built out. Plus, rules for robot characters in the basic package.. Star Wars is probably one of the easiest ones to run out of the box, if you ask me. Just build a few more Force Powers... and here, a Lightsaber:

New SFX: ACTIVE DEFLECT (9 or 18 BP): A trapping with Active Deflect allows the target of an attack to deflect the force of the attack and redirect it to another target. This target can be the original attacker or any other eligible target with SIEGE Engineer's approval. To make an Active Deflect, the Defender cannot perform any other action during the round. The Defender first must be attacked with an appropriate type of attack (which would be determined when the power is created). If the original attack is succssful, then the Defender can activate the Active Deflect power. They would then make an attack roll of their own but would use the Defense skill rather than any "weapon" skill versus the Defense rating of their selected target. If successful, the selected target is hit with the deflected assault. If the deflected attack is failed, then the original target suffers damage from the attack. This power costs 9-points if it only deflects a single type of attack (e.g. kinetic, psionic, energy, etc.) or 18-points if it deflects any type of attack.For example, say Nash is weilding a Psy-Glove that can Actively Deflect any psionic attacks sent his way. He is attacked with a pyrokinetic attack and wishes to deflected back at the PsyWarrior that is attacking him. Nash waits for the PsyWarrior to attack, and after the PsyWarrior successfully hits Nash, Nash can activate the Active Deflect power. Nash would make an attack roll using his Defense skill, rather than the Melee skill. Nash's Defense is a +3 and the Psy-Glove gives a +2 bonus, so he attacks with a +5 and has to beat the PsyWarrior's Defense score of 8. This makes his Challenge Base 20 (since he has Combat as a Prime) and he rolls a d20+6 (+5 from his skill and glove and +1 from his Reflexes stat). Nash's player rolls a 13, and just barely misses deflecting the attack. As such, he suffers the full damage from the attack as the Deflection failed.

New Flaw: SPECIALIST ITEM (-6 or -9 BP): Specialist items are confusing at best to the layperson and are oftentimes dangerous or even outright deadly in untrained hands. Specialist items require the character have a Specialty devoted to the item itself to make use of it. Anyone using the item without the Specialty is automatically assumed to be using a Non-Prime Skill Bundle (even if they would normally have the Skill Bundle as Prime). Furthermore, the Reliability of the item is increased by 8 (e.g. a Reliability 1 item is now a Reliability 9 item). If the Reliability is rolled, the item fails. A 9 Point version of this power means that if the Reliability is rolled, then the item immediately deals a Critical Wound Box (as appropriate) to the operator.

OMG that's perfect, thank you!!! I would have been happy with just rules for a functioning lightsaber that can deflect blaster bolts back, but on top of that for you to address how exclusive the weapon is... Nice!

I'm currently waiting for my box set to arrive through the mail but in the meantime I checked the quickstart. I had already figured out it would be a Nova Sword using the Armor Piercing SFX, but beyond that, especially without the whole rules yet, I just had to wait and see. I'm copy/pasting these new rules you made into a word document to keep them handy. Heck whatever material you give us in this thread is going to end up printed and inside the box set itself. How can they not be official rules if they come from the author? (And just like that I found an advantage a box set has that a hardbound book doesn't. Huh.)

For now I'm going to create a home-made setting when I get the book because my players actually asked for that (which is the best compliment players can give a GM imo ^_^), but I totally see myself including these new SFX and Flaws into my game under one form or another. I really like the idea of an anti-psionic glove! (Yes, I know it was just one example among countless possibilities... but I genuinely liked the item :p )

Also, the inner geek in me enjoys statting out things I like and I'm sure a 'StarSiege: Star Wars' game is just a matter of time for me and my group anyways.

Now, the quickstart doesn't give the professions although it explains them and gives me a decent idea of how they work. I'm gonna take, if not a completely blind crack at this, a very blurry-sighted one. Feel welcome to correct me.Even though Luke qualified to become a true Jedi over time, it's safe to say it wasn't his starting profession.

During the Old Republic, Jedi were trained since childhood. I'm not familiar with the psionic rules yet so I don't know if any profession(s) is/are more geared towards their use. It's safe to say many Jedi-from-childhood would be considered Soldiers, but SW EU also has a lot of Jedi who focused on diplomacy, so all types of professions could be possible.

Do you think there should be a Jedi profession? Now, I don't mean that under the assumption that one would have to take that profession absolutely if they wanted to become a Jedi character, but more to consider the fact that some Jedi focused almost completely on spiritualism and lightsaber combat since they were kids.

I'm mostly asking because I'm curious as I wait for the box set, I think professions are one thing I'll enjoy creating if I see a need for new ones for certain character types.

For all I know the complete rules already have something similar to that... lol

One thing's for sure, when I get my hands on the box set I won't be shy at attempting to stat stuff by myself! However it would take me a while before I'd start adding my own SFX and Flaws, if only because I'd want to be sure I'm familiar with the system first.

Oh and I understand your feelings about anything that isn't 'classic' Star Wars. I myself am more open to the EU but I have no difficulty seeing why others might dislike it. I'll try to come up with the less 'classic' stuff by myself in time, the more I read about this system the more confident I am that it can handle a lot of variety.

I think I'll even take a shot at statting a few characters when I get the box. Han Solo would be easy to start with I think.

Oh wait, I'll start with Greedo!

Greedo: Mook

There!

Tue Feb 01, 2011 3:02 am

cheeplives

Red Cap

Joined: Tue May 02, 2006 7:00 amPosts: 373Location: Behind my eyes

Re: Star Wars (StarSiege) Edition

Well, the Professions in StarSIEGE aren't what you're expecting them to be... they're not like Classes in C&C, they are merely a general idea of the character's concept/training. So you have Profession of Smuggler or Explorer but there aren't any real mechanical bonuses for having a Profession, per se. Professions might guide you the Skill Bundles you're likely to select, like a Smuggler is suggested to grab the Combat, Handling, and/or Persuasion Skill Bundles while the Explorer would be recommended to have Handling, Environmental, and Lore. But these aren't requirements. Basically, the game is free-form towards character generation... you select the Skill Bundles (Read: Primes) for your character and purchase Specialties (Read: Skills) and go. There's no real rules forcing players to build characters along the lines of a Profession.

Now, there is an optional rule that would let you use Professions with a Competence Score (basically Character Level). You add your Competence Score to any checks that the SIEGE Engineer and Player think is covered by the character's Profession... this removes Specialties from the game for a more "C&C" like approach.

Regarding Greedo... there are optional Mook rules in the book, too.

Also, there are links on my personal web site with PDFs of the character sheets, trapping sheets, and the Table of Contents I created.

Well, the Professions in StarSIEGE aren't what you're expecting them to be... they're not like Classes in C&C, they are merely a general idea of the character's concept/training. So you have Profession of Smuggler or Explorer but there aren't any real mechanical bonuses for having a Profession, per se. Professions might guide you the Skill Bundles you're likely to select, like a Smuggler is suggested to grab the Combat, Handling, and/or Persuasion Skill Bundles while the Explorer would be recommended to have Handling, Environmental, and Lore. But these aren't requirements. Basically, the game is free-form towards character generation... you select the Skill Bundles (Read: Primes) for your character and purchase Specialties (Read: Skills) and go. There's no real rules forcing players to build characters along the lines of a Profession.

I half-understood it then... I thought professions had 'set' skill bundles, but that you could create your own professions anyway so the possibilities were unlimited either way. So basically you chose the skill bundles you wanted and gave the profession part of the character sheet a name you liked for the combination. Plus from the example character sheets I saw it's possible to get at least one additional skill bundle. It was included in the free Introductory Manual I found online (which I've been mistakingly calling 'quickstart' like C&C's until now). My box set is on the way because I had to buy it online through TLG's web site. Anyway, I meant that a Jedi profession could have skill bundles of its own like the smuggler, trader and what have you. I'm thinking something along these lines... Of course these are general ideas until I can see the whole rules. I figure it could be useful for showing players and help them decide what kind of Jedi they would like if they were to play one. Of course they could also just choose a different profession... But I do understand skill bundles are basically interchangeable at character creation to get what you're looking for. Or I THINK I'm understanding. If not simply let me know and I'll put this professions bit on pause until I get the rules, at least I'll already have gotten my gears turning a bit with this. :p Anyway, let's see:

- Jedi Consular: Awareness, Combat, Spiritual

The Jedi Consular is a 'diplomatic warrior' type.

- Jedi Guardian: Athletics, Awareness, Combat

Prequels Jedi basically.

- Jedi Sage: Awareness, Combat, Lore

Scholarly Jedi, such as those who take care of the Jedi library before the rise of the Empire.

cheeplives wrote:

Now, there is an optional rule that would let you use Professions with a Competence Score (basically Character Level). You add your Competence Score to any checks that the SIEGE Engineer and Player think is covered by the character's Profession... this removes Specialties from the game for a more "C&C" like approach.

I see. I think as far as that goes though, I'll stick with the default way of doing it. Would be interesting how your recent rules for the lightsaber would apply with this variant, but I'm saying this more out of curiosity than because I'll use this one bit.

cheeplives wrote:

Regarding Greedo... there are optional Mook rules in the book, too.

I know, it's in the Introductory Manual, I was making a direct reference/joke to it. xD

cheeplives wrote:

Also, there are links on my personal web site with PDFs of the character sheets, trapping sheets, and the Table of Contents I created.

Oh don't worry, I've already looted your web site for all its worth on StarSiege. I have a really good feeling about this product. It's complex in the amount of stuff you can create from what I've seen on these boards (Did I see stats for a fricking towel in the Introductory Manual?), but it also looks very easy to play. Plus, for some reason, the stats seem very story-centric. If you were to ask me to define 'story-centric stats', I'm not sure I could, but anyway. And honestly, online support for the game from its author... That's kinda neat! xD

I'm confident enough that I've already started planning my new campaign world and aliens story-wise without feeling worried about if I'll be able to do it or not via the game rules.

Now, some (but I imagine not all) variant rules appear in the Introductory Manual. I think they feel very Star Wars-y and I intend to use them for sure when the time comes.

- "Don't worry, the bullet passed right through": I'm thinking of 'Return of the Jedi' when the Emperor uses Force Lightning on Luke for what seems like an eternity...

- The Mook rule: Stormtroopers. Oh and Greedo.

- Lasting Injury: While it seems like a natural for Star Wars (Anakin rolled a 17 or 18 during Episode II against Count Dooku), its requirement for the character to be completely defeated when it happens doesn't fit with the classic hand chopping from Episode V... Unless Luke's player spent a Nova point and said he manages to crawl away and then let himself fall away from Vader before having to succumb to his wounds? Hmmm... Since it doesn't change the player's defeat at the hands of Vader when it comes down to it, I can see a SIEGE Engineer allowing this. And as Luke falls down, he spends a second Nova point to land/slide safely? Am I understanding the use of Nova points right here? lol

I'm gonna try something here and let me know if I've got this right or wrong system-wise... I'm aware that otherwise this scenario is all kinds of wrong. xD I'm also assuming the SIEGE Engineer is a bit sadistic in this case. :p

*Anakin's player does his Athletics roll, manages it, but misses his attack on Obi-Wan.**Obi-Wan attacks and causes enough damage, considering neither of them are at full health by now, to make Anakin's player roll for Lasting Injury. Before Anakin's player rolls though, Obi-Wan's player wants to spend a Nova point... so anakin has to roll on that table TWICE. It's really harsh but since the SIEGE Engineer still remembers all that awful dialogue between Anakin and Padme, he gleefully approves.*

Anakin's Player : Ah dammit... *Rolls twice. He gets a 17 and an 18.*SIEGE Engineer: Well, since you already lost one arm, by default it HAS to be an arm and a leg.Anakin's Player: Can't it be my cybernetic arm instead???SIEGE Engineer: No. *Then mutters "Whoopeee!" beneath his hand.Anakin's Player: What was that?SIEGE Engineer: Nothing. Anyway, you land near the lava, roll Athletics to crawl away from the lava.Anakin's Player: Oh come on man... *Rolls and misses* Oh come on! O.k I'm spending a Nova point to survive this...SIEGE Engineer: Fine but you still gotta roll on that table again.Obi-Wan's Player: Ahem. I spend another Nova point so he rolls twice again.Anakin's Player: Dude!!!Obi-Wan's Player: What? You wanted your character to go all grim and gritty, now deal with it.SIEGE Engineer: O.k, roll twice... Annie.Anakin's Player: *Rolls twice, gets 1 and then 4.*SIEGE Engineer: O.k so Anakin catches on fire from the lava. It will forever leave him disfigured... On top of that he suffers a Severe Disability to his Physique. From an in-story perspective, he'll always have trouble breathing from now on.Anakin's Player: Oh for...Obi-Wan's Player: I loot his lightsaber!!!Anakin's Player: OH COME ON MAN!!!SIEGE Engineer: O.k guys, let's take a small break. It's not so bad, both characters survived didn't they? Tell you what, during the break you can browse the cybernetics chapter...

Tue Feb 01, 2011 4:58 am

cheeplives

Red Cap

Joined: Tue May 02, 2006 7:00 amPosts: 373Location: Behind my eyes

Re: Star Wars (StarSiege) Edition

Nice use of Nova Points to screw over the competition... I like it. I've been working on another game of my own that explicitly uses a mechanic similar to that... you can choose to spend points from a set pool in order to escalate the stakes or buy down escalations.

As far as using Competence with Specialist Item... I'd probably change the rules for Specialist Weapon to state:

If using the Competence Rules, the character must spend 2 XP to gain access to the Specialist Weapon.

Nice use of Nova Points to screw over the competition... I like it. I've been working on another game of my own that explicitly uses a mechanic similar to that... you can choose to spend points from a set pool in order to escalate the stakes or buy down escalations.

As far as using Competence with Specialist Item... I'd probably change the rules for Specialist Weapon to state:

If using the Competence Rules, the character must spend 2 XP to gain access to the Specialist Weapon.

Thanks, I figured that since the roll was caused by Obi-Wan's attack, he would be entitled to spend a Nova point like that, but he wouldn't be able to, say, spend a Nova point to 'boost' the attack of someone else like that.

However I've realized an errata since yesterday... Anakin lost two legs and an arm with that one slash, not just one arm and one leg. The easy way to fix the scenario is to say that Obi-Wan spent two Nova points so Anakin would roll three times (which means two additional times).

However I'm not clear on one thing; is it possible to spend more than one Nova point per turn?

If not, I suppose Obi-Wan's player could spend one Nova point to be allowed to use two Nova points in the same round. In other words, he starts by spending that one point to do something he normally wouldn't be able to do (spend two Nova points in one round) and then actually does that, spend the two, both with the same goal.

Which basically could just become this variant rule: 'A player can use the benefits of two Nova points in the same turn, but at the cost of an additional Nova point which in itself won't grant any additional benefits.'

Of course if spending more than one Nova point per turn is allowed then this whole variant rule is not needed.

As an interesting side-note about my scenario, Anakin's player could have tried spending Nova points of his own to cancel the additional rolls... Too bad the idea didn't occur to him. It would be even funnier if the use of Nova points isn't limited to one/turn. In that scenario, I could see Obi spending one point, then Anakin spends another to 'counter' it, but Obi spends another in that case... And so forth until one is left without Nova points or decides to stop spending them because he wants to save some for later.

Nice and simple solution for the Competence/Specialist situation btw. I'm going to start with the system as is (with the addition of the variant rules I mentioned earlier) for my home campaign but it's good to save material like this for different types of campaigns, to keep options open.

I'll keep an eye out for that game you're working on if it gets published. I think it's nice to give players some control over their game environment for some more cinematic games.

Tue Feb 01, 2011 7:45 pm

treant_on_fire

Red Cap

Joined: Fri Jan 28, 2011 10:44 amPosts: 286

Re: Star Wars (StarSiege) Edition

I've read again the Nova points section in the Introductory Manual and I'm still unsure if players can use more than one per round... o.o

If anyone can clarify this, please let me know. >.>

When I have the box set I'll start statting SW aliens in this thread (very likely using d20 SW stats as a starting point, but not necessarily) but if anyone wants to start on this project it'd be much appreciated.

Also some characters that'd be nice to see with stats...

- Darth Vader (I'm thinking he has a crappy Physique by himself but his armor/cybernetics give him a lot of artificial strength)

You can spend as many nova points as you want in a round... the SIEGE Engineer should try to reign it in if things get out of hand, though.

Thanks again for the quick reply.

Wed Feb 02, 2011 11:14 pm

treant_on_fire

Red Cap

Joined: Fri Jan 28, 2011 10:44 amPosts: 286

Re: Star Wars (StarSiege) Edition

cheeplives wrote:

See, the biggest problem with doing anything "Star Wars" is that everyone has a different idea of what truly is "Star Wars". If I were to do anything, I'd base it mostly on the original trilogy while picking and choosing the few Expanded Universe stuff that didn't annoy me (which isn't much, pretty much Heir to the Empire on drove me nuts). So, I'd have psychic knights with stately lightsaber face-offs and minor psychic trickery. Other people want wuxia-styled psychic acrobat-samurai and force cancelling creatures... which is an entirely different taste of Star Wars.

By the way I'd personally like to see more Star Wars stuff from you, no matter its 'flavor'. If you have the time and feel like it obviously, I'm already very happy with the awesome lightsaber rules.

Sat Feb 05, 2011 6:04 am

treant_on_fire

Red Cap

Joined: Fri Jan 28, 2011 10:44 amPosts: 286

Re: Star Wars (StarSiege) Edition

It is on! I've already two different games that I'm going to run with StarSIEGE (both with two players, but not the same ones :p ) One of them is... (drum roll)... A Star Wars game! \o/

It's gonna be set in the Old Republic and the players want to play bounty hunters. Thankfully everything I need is already in the basic rules. (jet packs and all) I think they'll have fun browsing the rules for SFX and BPs for their armors and ship. And thanks to those nifty lightsaber rules I'll be able to pit them against Jedi! >:-)

Nova Points will probably be set at 5 to be right in-between the two SW examples in the book.

Anyway, as a side-note (since it's not for the game I'll be running soon), if I wanted to use the Vong for a New Jedi Order game, I'd need the 'Psi Immunity' SFX for them... I'm just not sure how much that would cost. Maybe 12 pts? The Vong would also take the Flaw 'Ban: Psionics' so it would basically be a no-cost trait for them that they're not affected by the Force but can't use it either... Some feedback would be welcome.

Fri Feb 11, 2011 11:52 pm

treant_on_fire

Red Cap

Joined: Fri Jan 28, 2011 10:44 amPosts: 286

Re: Star Wars (StarSiege) Edition

cheeplives wrote:

See, the biggest problem with doing anything "Star Wars" is that everyone has a different idea of what truly is "Star Wars". If I were to do anything, I'd base it mostly on the original trilogy while picking and choosing the few Expanded Universe stuff that didn't annoy me (which isn't much, pretty much Heir to the Empire on drove me nuts). So, I'd have psychic knights with stately lightsaber face-offs and minor psychic trickery. Other people want wuxia-styled psychic acrobat-samurai and force cancelling creatures... which is an entirely different taste of Star Wars.

To port Star Wars into StarSIEGE, it's more a matter of just modeling the stuff you want. For the most part, the book has everything in it. The Freighter Ship is your "stock light freighter"... the Nova Sword is your lightsaber template (it'd need a "Deflect" SFX and a "Specialist Weapon" Flaw to really model what people see lightsabers to be). Force powers could be lifted wholesale from Star Wars d6 or Star Wars d20/SAGA and modeled in the Fashioning System. Cyber is there too... most of the stuff we see in Star Wars is already built out. Plus, rules for robot characters in the basic package.. Star Wars is probably one of the easiest ones to run out of the box, if you ask me. Just build a few more Force Powers... and here, a Lightsaber:

New SFX: ACTIVE DEFLECT (9 or 18 BP): A trapping with Active Deflect allows the target of an attack to deflect the force of the attack and redirect it to another target. This target can be the original attacker or any other eligible target with SIEGE Engineer's approval. To make an Active Deflect, the Defender cannot perform any other action during the round. The Defender first must be attacked with an appropriate type of attack (which would be determined when the power is created). If the original attack is succssful, then the Defender can activate the Active Deflect power. They would then make an attack roll of their own but would use the Defense skill rather than any "weapon" skill versus the Defense rating of their selected target. If successful, the selected target is hit with the deflected assault. If the deflected attack is failed, then the original target suffers damage from the attack. This power costs 9-points if it only deflects a single type of attack (e.g. kinetic, psionic, energy, etc.) or 18-points if it deflects any type of attack.For example, say Nash is weilding a Psy-Glove that can Actively Deflect any psionic attacks sent his way. He is attacked with a pyrokinetic attack and wishes to deflected back at the PsyWarrior that is attacking him. Nash waits for the PsyWarrior to attack, and after the PsyWarrior successfully hits Nash, Nash can activate the Active Deflect power. Nash would make an attack roll using his Defense skill, rather than the Melee skill. Nash's Defense is a +3 and the Psy-Glove gives a +2 bonus, so he attacks with a +5 and has to beat the PsyWarrior's Defense score of 8. This makes his Challenge Base 20 (since he has Combat as a Prime) and he rolls a d20+6 (+5 from his skill and glove and +1 from his Reflexes stat). Nash's player rolls a 13, and just barely misses deflecting the attack. As such, he suffers the full damage from the attack as the Deflection failed.

New Flaw: SPECIALIST ITEM (-6 or -9 BP): Specialist items are confusing at best to the layperson and are oftentimes dangerous or even outright deadly in untrained hands. Specialist items require the character have a Specialty devoted to the item itself to make use of it. Anyone using the item without the Specialty is automatically assumed to be using a Non-Prime Skill Bundle (even if they would normally have the Skill Bundle as Prime). Furthermore, the Reliability of the item is increased by 8 (e.g. a Reliability 1 item is now a Reliability 9 item). If the Reliability is rolled, the item fails. A 9 Point version of this power means that if the Reliability is rolled, then the item immediately deals a Critical Wound Box (as appropriate) to the operator.

For my campaign I'm going to switch the 'Active Deflect' SFX away from the lightsaber itself and to the character wielding the lightsaber. This is because those who are able to deflect blaster bolts do so through the Force. Someone who doesn't use the Force can learn to use a lightsaber in theory, but they wouldn't be able to predict where a blaster bolt was going to land before it does in order to place the blade just right. It also makes sense that a starting Padawan can wield a lightsaber but, depending where the player placed his 10 XP, might not yet be able to deflect blaster bolts like fully trained Jedi Knights.

The Class will be Spiritual (the Force) and I'll add the Slave flaw to represent it needs a lightsaber, or at least a vibroblade (like with Kir Kanos) to work. It will also be considered a Psi Power of 1. I haven't done the math yet but it's easy to count from there.

This makes it very similar to the 'Lightsaber Combat' Force power from SW d6. (Thanks for the advice on those books cheeplives)

While on the subject of lightsabers, lightdaggers use the same specialty as normal lightsabers (add some speed to compensate for lower damage or simply decrease the Value).

Two-Bladed Lightsaber (like Darth Maul used) uses its own specialty but Siege Engineers should probably make players have at least 1 pt in the normal Lightsaber Specialty before allowing a player to put points into a two-bladed lightsaber specialty unless special circumstances made it so the character started with a two-bladed version from the start and never learned to use the weapon with only one side ignited. It would only be fair for those players that the game used the 'Taste my paired blasters of doom!' rule imo.

Lightwhips use their own specialty completely independent from lightsabers. They'd have more range than a lightsaber. As a side-note only the type of lightsaber used by Lady Lumiya makes sense to me, where it was a physical whip made of special metals surrounded by energy when activated rather than the weird energy-created whip from the Jedi v.s Sith comic-book.

Wed Feb 16, 2011 5:51 am

cheeplives

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Joined: Tue May 02, 2006 7:00 amPosts: 373Location: Behind my eyes

Re: Star Wars (StarSiege) Edition

treant_on_fire wrote:

The Class will be Spiritual (the Force) and I'll add the Slave flaw to represent it needs a lightsaber, or at least a vibroblade (like with Kir Kanos) to work. It will also be considered a Psi Power of 1. I haven't done the math yet but it's easy to count from there.

This makes it very similar to the 'Lightsaber Combat' Force power from SW d6. (Thanks for the advice on those books cheeplives)

I'd make it "Automatic Class". Otherwise you have to suceed at a Spiritual check before you can even use it, which pretty much precludes using it as a Defensive maneuver.

The Class will be Spiritual (the Force) and I'll add the Slave flaw to represent it needs a lightsaber, or at least a vibroblade (like with Kir Kanos) to work. It will also be considered a Psi Power of 1. I haven't done the math yet but it's easy to count from there.

This makes it very similar to the 'Lightsaber Combat' Force power from SW d6. (Thanks for the advice on those books cheeplives)

I'd make it "Automatic Class". Otherwise you have to suceed at a Spiritual check before you can even use it, which pretty much precludes using it as a Defensive maneuver.

For Siege Engineers who want the power to be more expensive, simply add a bonus to the Lightsaber specialty up to the amount of XP you want the power to be at. It would make sense for the power to come with a bonus to fighting with a lightsaber after all. In the long-term though, it'll be the same cost as having the character just put points in the specialty independently so you might as well let the padawans have all the deflecting fun early on. Note however that a starting character couldn't, under normal circumstances, get the power right from the start.

As a side-note, those who want to say their characters block blaster bolts but aren't able to deflect them yet, can do so from the start. Any character who avoids a blaster bolt thanks to the defensive bonus of the lightsaber has done so by using the blade. The Siege Engineer should only allow this 'flavor' tidbit for those who have a Psi Score of 1 or more. Otherwise, the character simply dodged as usual. There's no mechanic difference, this is just 'fluff'.

For example, when training aboard the Millenium Falcon with Ben, Luke was blocking the bolts from the training floating orb. By then he had put at least one point in the Lightsaber specialty but he didn't have the 'Lightsaber Combat' power yet.

He could however sense the attacks and fight blind after a while... Looks like I've found the next Jedi power I'll stat out.

After Edit:

Cheeplives, you did some CyberSIEGE SFX in another thread and two of them will be perfect for my SW game.

It also happens they're two SFX that have no BPs listed! X_X

'Retractable' (the droid player character wants retractable vibroblades and blasters) and 'Sonar' (for the Force power to fight blind)

If you could give the BPs for both it, the Force would be with you, always. >_>

Wed Feb 16, 2011 6:52 pm

cheeplives

Red Cap

Joined: Tue May 02, 2006 7:00 amPosts: 373Location: Behind my eyes

Re: Star Wars (StarSiege) Edition

treant_on_fire wrote:

Cheeplives, you did some CyberSIEGE SFX in another thread and two of them will be perfect for my SW game.

It also happens they're two SFX that have no BPs listed! X_X

'Retractable' (the droid player character wants retractable vibroblades and blasters) and 'Sonar' (for the Force power to fight blind)

If you could give the BPs for both it, the Force would be with you, always. >_>

If no BPs are listed, then it's a 3 BP SFX or Flaw... just like in the book.

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